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Fix: Toxin General RPG-Trooper Shoots Stinger Missiles #382

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Sep 18, 2021
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2 changes: 1 addition & 1 deletion Patch104pZH/Design/Tasks/commy2_tasks.txt
Original file line number Diff line number Diff line change
Expand Up @@ -77,7 +77,7 @@ https://github.com/commy2/zerohour/issues/145 [DONE][NPROJECT] Toxin Gene
https://github.com/commy2/zerohour/issues/144 [IMPROVEMENT] Overlord Does Not Fit Into Chinook But Only Takes 3 Slots Inside Helix
https://github.com/commy2/zerohour/issues/143 [IMPROVEMENT] GPS Scrambled Rangers And Red Guards Remain Stealthed While Capturing Buildings
https://github.com/commy2/zerohour/issues/142 [IMPROVEMENT][NPROJECT] Fire Base Shoots At Awkward Angle
https://github.com/commy2/zerohour/issues/141 [IMPROVEMENT][NPROJECT] Toxin General RPG-Trooper Shoots Stinger Missiles
https://github.com/commy2/zerohour/issues/141 [DONE][NPROJECT] Toxin General RPG-Trooper Shoots Stinger Missiles
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https://github.com/commy2/zerohour/issues/140 [DONE][NPROJECT] Gattling Helix Sometimes Fires At Airborne Units
https://github.com/commy2/zerohour/issues/139 [DONE][NPROJECT] Dummy Weapons Cause Notifications And Hit Effects
https://github.com/commy2/zerohour/issues/138 [IMPROVEMENT][NPROJECT] Nuke Battlemaster Uses Normal Battlemaster Button
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14 changes: 7 additions & 7 deletions Patch104pZH/GameFilesEdited/Data/INI/Weapon.ini
Original file line number Diff line number Diff line change
Expand Up @@ -6961,7 +6961,7 @@ Weapon Chem_TunnelDefenderRocketWeaponBeta
DamageType = INFANTRY_MISSILE ; ignored for projectile weapons
DeathType = EXPLODED
WeaponSpeed = 600 ; ignored for projectile weapons
ProjectileObject = Chem_StingerMissile
ProjectileObject = TunnelDefenderMissile
ProjectileExhaust = Chem_InfantryStingerMissileExhaust
VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
Expand Down Expand Up @@ -6990,7 +6990,7 @@ Weapon Chem_TunnelDefenderRocketWeaponGamma
DamageType = INFANTRY_MISSILE ; ignored for projectile weapons
DeathType = EXPLODED
WeaponSpeed = 600 ; ignored for projectile weapons
ProjectileObject = Chem_StingerMissile
ProjectileObject = TunnelDefenderMissile
ProjectileExhaust = Chem_InfantryStingerMissileExhaustGamma
VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
Expand All @@ -7001,8 +7001,8 @@ Weapon Chem_TunnelDefenderRocketWeaponGamma
AutoReloadsClip = Yes
FireSound = RPGTrooperWeapon
FireFX = None
ProjectileDetonationFX = WeaponFX_StingerMissileDetonation
; ProjectileDetonationOCL = OCL_PoisonFieldGammaSmall
ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
; ProjectileDetonationOCL = OCL_PoisonFieldUpgradedSmall
ProjectileCollidesWith = STRUCTURES
AntiAirborneVehicle = No
AntiAirborneInfantry = No
Expand All @@ -7019,7 +7019,7 @@ Weapon Chem_TunnelDefenderRocketWeaponBetaAir
DamageType = INFANTRY_MISSILE ; ignored for projectile weapons
DeathType = EXPLODED
WeaponSpeed = 600 ; ignored for projectile weapons
ProjectileObject = Chem_StingerMissile
ProjectileObject = TunnelDefenderMissile
ProjectileExhaust = Chem_InfantryStingerMissileExhaust
VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
Expand Down Expand Up @@ -7047,7 +7047,7 @@ Weapon Chem_TunnelDefenderRocketWeaponGammaAir
DamageType = INFANTRY_MISSILE ; ignored for projectile weapons
DeathType = EXPLODED
WeaponSpeed = 600 ; ignored for projectile weapons
ProjectileObject = Chem_StingerMissile
ProjectileObject = TunnelDefenderMissile
ProjectileExhaust = Chem_InfantryStingerMissileExhaustGamma
VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
Expand All @@ -7058,7 +7058,7 @@ Weapon Chem_TunnelDefenderRocketWeaponGammaAir
AutoReloadsClip = Yes
FireSound = RPGTrooperWeapon
FireFX = None
ProjectileDetonationFX = WeaponFX_StingerMissileDetonation
ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
ProjectileCollidesWith = STRUCTURES
AntiAirborneVehicle = Yes
AntiAirborneInfantry = No
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